Self-taught Unity developer focused on gameplay programming, clean architecture, optimization, and responsive game feel across PC and mobile projects.
I am a self-taught Unity developer focused on building responsive gameplay systems, readable game loops, and polished player interactions using Unity and C#.
My projects cover PC and mobile games across genres such as shooters, platformers, runners, arcade games, rhythm-action, and co-op prototypes. I enjoy taking gameplay ideas from prototype stage to playable, testable experiences.
My development approach is based on clean structure, fast iteration, gameplay feel, and solving technical problems in a practical way.
I focus on gameplay programming, reusable systems, responsive player controls, and maintainable C# code.
Player movement, shooting, combat interactions, game loops, and moment-to-moment gameplay feel.
Enemy waves, upgrade flows, scoring systems, object interactions, and reusable gameplay logic.
Performance-aware Unity development with attention to object usage, scene structure, and runtime cost.
Experience building Unity projects for both desktop and mobile platforms with platform-specific constraints.
Maintainable C# code using object-oriented design, separation of responsibilities, and readable structure.
Git-based project workflow for tracking changes, organizing development, and collaborating safely.
A Steam-oriented 2D top-down action roguelike developed as a solo project, featuring dual-purpose hook mechanics, weapon stealing, enemy corruption, wave-based arena combat, upgrade progression, and modular Unity architecture.
Hook and Gun is a solo Unity project focused on building modular gameplay systems for fast arena combat. The project combines dual-purpose hook mechanics, enemy weapon stealing, corruption-based interactions, upgrade progression, object pooling, and dependency-injected architecture using VContainer.
A selection of Unity projects covering shooters, platformers, runners, mobile arcade games, and co-op action prototypes.
A fast-paced top-down shooter focused on enemy pressure, shooting feedback, and arcade-style combat flow.
A survival roguelite prototype built around enemy waves, player upgrades, and moment-to-moment combat readability.
A 2D platformer focused on movement precision, level flow, and simple but readable player interactions.
An endless runner built around obstacle timing, fast restart loops, and responsive input for short arcade sessions.
A mobile arcade shooter designed around quick combat sessions, touch-friendly gameplay, and clear enemy feedback.
A 2D action rhythm project focused on timing-based interactions, visual feedback, and player reaction windows.
A runner-platformer built around a doom wall pressure system, movement timing, and readable obstacle avoidance.
A 2.5D co-op action game built around linked-player movement, arena combat, and coordinated player interaction.
A 2.5D vehicle action game focused on responsive tank control, zombie-smashing combat, and enemy pressure.
I am open to Unity gameplay programming opportunities, prototype development, junior developer roles, and collaboration on game projects.
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